The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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92 lines
3.7 KiB
92 lines
3.7 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "MonsterStrategyHelpers.h"
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#include "util.h"
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#include "AdventuresInLestoria.h"
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using A=Attribute;
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void Monster::STRATEGY::BREAKING_PILLAR(Monster&m,float fElapsedTime,std::string strategy){
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enum Phase{
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INITIALIZE,
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RUN,
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};
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if(m.GetHealthRatio()>=ConfigFloat("Break Phase 1 HP % Threshold")/100.f){
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m.animation.ModifyDisplaySprite(m.internal_animState,ConfigString("Unbroken Animation Name"));
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}else
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if(m.GetHealthRatio()>=ConfigFloat("Break Phase 2 HP % Threshold")/100.f){
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m.animation.ModifyDisplaySprite(m.internal_animState,ConfigString("Break Phase 1 Animation Name"));
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}else m.animation.ModifyDisplaySprite(m.internal_animState,ConfigString("Break Phase 2 Animation Name"));
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switch(m.phase){
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case INITIALIZE:{
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m.F(A::BREAK_TIME)=ConfigFloat("Break Time");
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m.F(A::SHAKE_TIMER)=0.2f;
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m.phase=RUN;
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}break;
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case RUN:{
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m.F(A::BREAK_TIME)-=fElapsedTime;
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if(m.F(A::BREAK_TIME)<=2.f){
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if(m.F(A::BREAK_TIME)<=0.f){
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m._DealTrueDamage(m.GetHealth()); //Kill the pillar, making it crumble.
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break;
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}
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m.F(A::SHAKE_TIMER)-=fElapsedTime;
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if(m.F(A::SHAKE_TIMER)<=0.f){
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m.F(A::SHAKE_TIMER)+=0.2f;
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if(m.B(A::SHAKE_DIR))m.SetX(m.GetPos().x-2);
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else m.SetX(m.GetPos().x+2);
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m.B(A::SHAKE_DIR)=!m.B(A::SHAKE_DIR);
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}
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}
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}break;
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}
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m.SetStrategyDeathFunction([&](GameEvent&deathEvent,Monster&m,const std::string&strategy){
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m.lifetime=0.01f;
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m.B(A::MARKED_DEAD)=true;
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const float bulletAngRandomOffset{util::random(PI/2)};
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for(int i=0;i<ConfigInt("Death Ring Bullet Count");i++){
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const float bulletAngle=((2*PI)/ConfigInt("Death Ring Bullet Count"))*i+bulletAngRandomOffset;
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CreateBullet(Bullet)(m.GetPos(),vf2d{ConfigFloat("Death Ring Bullet Speed"),bulletAngle}.cart(),ConfigFloat("Death Ring Bullet Size"),ConfigInt("Death Ring Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Death Ring Bullet Color"),vf2d{ConfigFloat("Death Ring Bullet Size")/3,ConfigFloat("Death Ring Bullet Size")/3})EndBullet;
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}
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return false;
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});
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} |